Gremlin Village - World of Gremlins

When you arrive in the village, you can head to the right to collect some items from destructible objects. Otherwise, head forward and arrive in the village itself, which lies in ruins. Gus will ask for your help.

(Above Left) If you give Gus's home a fresh coat of paint, you can head inside to find a Bronze Pin in a treasure chest. (Above Right) Spare some time to recover the Captain's Log from Small Pete's crashed ship.

Begin by heading forward and into the village square, where there's some purple piping with four points of steam bursting forth. Use your paint to cap each of those areas, then activate the valve at the center. Doing so will cause the rides in the surrounding area to come to life (so that you can reach previously inaccessible areas) and you'll also help Gus with his home renovation project. Now you should head back toward where you first entered the village square. Look to the left and there's a hole that reveals a lower passage. You can drop into that passage to find that huge mashers will rise and fall in the area. If you pass underneath one and it descends, that's instant death. However, on the far side of the pair of mashers, you can find the World of Gremlins I content. Time your rush carefully as the first of the mashers has just descended and starts to rise. Then stop ahead of the second one and repeat the process. You'll have to do the same thing on your return trip, as well. Double jump up through the opening to return to the village square.

Your next step is to head up the hill to where Gus's house is located. It's the hill with a translucent house outline just barely visible. Climb up onto the hill and spray the house with a dab of paint to make it materialize. Gus will thank you profusely. Now enter his house and open the treasure chest to find a Bronze Pin.

With Gus's house saved, it's time to think about Small Pete. He has a bad reputation with the gremlins right now and insists that it is undeserved. If you prove him right, it'll impact the game further down the road, so we suggest that you do so. Begin by leaping your way up the platforms until you arrive at the ride with the spinning airplanes. Jump onto one of the airplanes and let it sail around so that it comes close to the crashed ship. Double jump out from the tip of the wing to the ship's deck and head up along the deck so that you pass behind the cabin. There, you'll find a valve that you can turn with a spin attack. That'll open the cabin to reveal a chest. Head back around, enter the cabin and open the chest to receive the Captain's Log item. Now you need to return it to Bennet, the gremlin standing not far from the first valve you turned upon visiting the village.

(Above Left) The climb to the windmill is a treacherous one. (Above Right) Free Ditto in the windmill tower and he'll activate a special projector screen for you as a reward.

Note that if you wish, you can return the log to a gremlin named Shaky instead of handing it over to Bennet. If you give it to Shaky, he'll reward you with the Gremlin Pin. That's probably less valuable than the outcome if you return it to Bennet, but it's something to keep in mind for subsequent runs.

Once you turn over the log to Bennet, it's time to tend to the next task. Head over to the ride with what look like stone carpets. Jump onto one and let the ride carry you around so that you can safely double jump to a higher ledge nearby. On that ledge, you'll find a projector screen in an archway, but don't worry about that just yet. Instead, head left to find a house built near the base of a taller cliff. Double jump onto the house, then from there to the overhead outcropping. Now you need to hop along some more ledges that extend from the cliff as it wraps around toward the left. Along the way, you'll have to jump onto the roof of another house to reach high enough ground. You'll reach a point where a double jump can carry you across a gap and to a high ledge that otherwise is unreachable. There, you'll find a windmill.

In front of the windmill, there are low stone walls. You can hop onto one of the walls (the left one, as you're facing away from the windmill and toward the valley below), then from there leap onto one of the platforms that extend from the arms of the windmill. Ride that platform up and you can jump onto the left side of the windmill for a special yellow ticket that counts as 100 yellow tickets. If you leap to the right side of the windmill, you'll find a secret room with an enemy and a gremlin. Defeat the enemy, then free the gremlin from the cage where he is imprisoned. His name is Ditto and he'll activate a secret projector screen that allow you to skip through to a later area (though you'll have to clear the Clock Cleaners: Part II action stage to do so). If you want to access that stage, this is your only chance to take the shortcut. Either do it now or on a subsequent trip through the game.

After meeting with Ditto, head back down to the area where you saw and previously passed a projector screen. Now you're ready to enter it and tackle another side-scrolling stage, Clock Cleaners I. We will walk you through that mini-stage elsewhere in this walkthrough. Finishing the two-dimensional stage will bring you back to the village, but this time atop the tower.

(Above Left) Fill the clock with paint or thinner to open a gate elsewhere in the stage. (Above Right) The yellow ticket is worth 100 of the standard red ones, so leap quickly to its perch and collect it before you descend.

As you emerge on the tower's higher level from clearing the Clock Cleaners: Part I stage, you'll find yourself on some raised wooden scaffolding. Head left to start around the tower and you'll find yourself looking at the inside of a clock. There is an small, circular opening there. Hit it with a stream of paint or thinner and you'll fill up the canister on its left or right side. When a canister fills, you'll cause a gate elsewhere in the stage to open and reveal a film projector.

Continue around the clock and you'll see a ledge hanging in the air ahead of you. To its right is a recess that you can jump into for a yellow ticket. Jump to the platform, then quickly right and to the yellow ticket. Collect it, then drop back onto the platform and let it carry you down to the lower level. Now you're at the base of the tower again. Backtrack through the stage to the flying carpet ride and let it carry you to a nearby ledge where the door has opened. Now you can enter the Steamboat Willie II projector to exit this portion of the stage.